[Mesa-dev] [PATCH 2/5] glsl: add support for the imageSize builtin
Martin Peres
martin.peres at free.fr
Tue Aug 11 09:59:14 PDT 2015
On 11/08/15 19:52, Ilia Mirkin wrote:
> On Tue, Aug 11, 2015 at 12:43 PM, Martin Peres
> <martin.peres at linux.intel.com> wrote:
>> The code is heavily inspired from Francisco Jerez's code supporting the
>> image_load_store extension.
>>
>> I moved out image_types[] out of builtin_builder::add_image_function to
>> share it with the newly-added builtin_builder::add_image_size_functions.
>>
>> Backends willing to support this builtin should handle
>> __intrinsic_image_size.
>>
>> Signed-off-by: Martin Peres <martin.peres at linux.intel.com>
>> ---
>> src/glsl/builtin_functions.cpp | 165 ++++++++++++++++++++++++++++++-----------
>> 1 file changed, 122 insertions(+), 43 deletions(-)
>>
>> diff --git a/src/glsl/builtin_functions.cpp b/src/glsl/builtin_functions.cpp
>> index 2175c66..e8344f0 100644
>> --- a/src/glsl/builtin_functions.cpp
>> +++ b/src/glsl/builtin_functions.cpp
>> @@ -399,6 +399,13 @@ shader_image_load_store(const _mesa_glsl_parse_state *state)
>> }
>>
>> static bool
>> +shader_image_size(const _mesa_glsl_parse_state *state)
>> +{
>> + return (state->is_version(430, 0) ||
> Isn't it also available in GLSL ES 3.10? i.e. this should be
> state->is_version(430, 310). Or is the remaining image stuff not quite
> ready for ES 3.10?
Oh, right! ES 3.10 should be OK, but I will check in details tomorrow.
I wrote this patch series months ago so it is good to have a look at the
spec again anyway.
Thanks!
>
>> + state->ARB_shader_image_size_enable);
>> +}
>> +
>> +static bool
>> gs_streams(const _mesa_glsl_parse_state *state)
>> {
>> return gpu_shader5(state) && gs_only(state);
>> @@ -502,8 +509,8 @@ private:
>> };
>>
>> /**
>> - * Create a new image built-in function for all known image types.
>> - * \p flags is a bitfield of \c image_function_flags flags.
>> + * Create a new image built-in function for image load/store for all known
>> + * image types. \p flags is a bitfield of \c image_function_flags flags.
>> */
>> void add_image_function(const char *name,
>> const char *intrinsic_name,
>> @@ -511,14 +518,24 @@ private:
>> unsigned flags);
>>
>> /**
>> - * Create new functions for all known image built-ins and types.
>> - * If \p glsl is \c true, use the GLSL built-in names and emit code
>> - * to call into the actual compiler intrinsic. If \p glsl is
>> + * Create a new image built-in function for image load/store for all known
>> + * image types. If \p glsl is \c true, use the GLSL built-in names and emit
>> + * code to call into the actual compiler intrinsic. If \p glsl is
>> * false, emit a function prototype with no body for each image
>> * intrinsic name.
>> */
>> void add_image_functions(bool glsl);
>>
>> + /**
>> + * Create the imageSize built-in function for all known image built-ins and
>> + * types. If \p glsl is \c true, use the GLSL built-in names and emit code
>> + * to call into the actual compiler intrinsic. If \p glsl is
>> + * false, emit a function prototype with no body for each image
>> + * intrinsic name.
>> + */
>> + void add_image_size_functions(const char *name, const char *intrinsic_name,
>> + unsigned flags);
>> +
>> ir_function_signature *new_sig(const glsl_type *return_type,
>> builtin_available_predicate avail,
>> int num_params, ...);
>> @@ -718,6 +735,10 @@ private:
>> ir_function_signature *_memory_barrier(
>> builtin_available_predicate avail);
>>
>> + ir_function_signature *_image_size(const glsl_type *image_type,
>> + const char *intrinsic_name,
>> + unsigned flags);
>> +
>> #undef B0
>> #undef B1
>> #undef B2
>> @@ -2549,53 +2570,54 @@ builtin_builder::add_function(const char *name, ...)
>> shader->symbols->add_function(f);
>> }
>>
>> +static const glsl_type *const image_types[] = {
>> + glsl_type::image1D_type,
>> + glsl_type::image2D_type,
>> + glsl_type::image3D_type,
>> + glsl_type::image2DRect_type,
>> + glsl_type::imageCube_type,
>> + glsl_type::imageBuffer_type,
>> + glsl_type::image1DArray_type,
>> + glsl_type::image2DArray_type,
>> + glsl_type::imageCubeArray_type,
>> + glsl_type::image2DMS_type,
>> + glsl_type::image2DMSArray_type,
>> + glsl_type::iimage1D_type,
>> + glsl_type::iimage2D_type,
>> + glsl_type::iimage3D_type,
>> + glsl_type::iimage2DRect_type,
>> + glsl_type::iimageCube_type,
>> + glsl_type::iimageBuffer_type,
>> + glsl_type::iimage1DArray_type,
>> + glsl_type::iimage2DArray_type,
>> + glsl_type::iimageCubeArray_type,
>> + glsl_type::iimage2DMS_type,
>> + glsl_type::iimage2DMSArray_type,
>> + glsl_type::uimage1D_type,
>> + glsl_type::uimage2D_type,
>> + glsl_type::uimage3D_type,
>> + glsl_type::uimage2DRect_type,
>> + glsl_type::uimageCube_type,
>> + glsl_type::uimageBuffer_type,
>> + glsl_type::uimage1DArray_type,
>> + glsl_type::uimage2DArray_type,
>> + glsl_type::uimageCubeArray_type,
>> + glsl_type::uimage2DMS_type,
>> + glsl_type::uimage2DMSArray_type
>> +};
>> +
>> void
>> builtin_builder::add_image_function(const char *name,
>> const char *intrinsic_name,
>> unsigned num_arguments,
>> unsigned flags)
>> {
>> - static const glsl_type *const types[] = {
>> - glsl_type::image1D_type,
>> - glsl_type::image2D_type,
>> - glsl_type::image3D_type,
>> - glsl_type::image2DRect_type,
>> - glsl_type::imageCube_type,
>> - glsl_type::imageBuffer_type,
>> - glsl_type::image1DArray_type,
>> - glsl_type::image2DArray_type,
>> - glsl_type::imageCubeArray_type,
>> - glsl_type::image2DMS_type,
>> - glsl_type::image2DMSArray_type,
>> - glsl_type::iimage1D_type,
>> - glsl_type::iimage2D_type,
>> - glsl_type::iimage3D_type,
>> - glsl_type::iimage2DRect_type,
>> - glsl_type::iimageCube_type,
>> - glsl_type::iimageBuffer_type,
>> - glsl_type::iimage1DArray_type,
>> - glsl_type::iimage2DArray_type,
>> - glsl_type::iimageCubeArray_type,
>> - glsl_type::iimage2DMS_type,
>> - glsl_type::iimage2DMSArray_type,
>> - glsl_type::uimage1D_type,
>> - glsl_type::uimage2D_type,
>> - glsl_type::uimage3D_type,
>> - glsl_type::uimage2DRect_type,
>> - glsl_type::uimageCube_type,
>> - glsl_type::uimageBuffer_type,
>> - glsl_type::uimage1DArray_type,
>> - glsl_type::uimage2DArray_type,
>> - glsl_type::uimageCubeArray_type,
>> - glsl_type::uimage2DMS_type,
>> - glsl_type::uimage2DMSArray_type
>> - };
>> ir_function *f = new(mem_ctx) ir_function(name);
>>
>> - for (unsigned i = 0; i < ARRAY_SIZE(types); ++i) {
>> - if (types[i]->sampler_type != GLSL_TYPE_FLOAT ||
>> + for (unsigned i = 0; i < ARRAY_SIZE(image_types); ++i) {
>> + if (image_types[i]->sampler_type != GLSL_TYPE_FLOAT ||
>> (flags & IMAGE_FUNCTION_SUPPORTS_FLOAT_DATA_TYPE))
>> - f->add_signature(_image(types[i], intrinsic_name,
>> + f->add_signature(_image(image_types[i], intrinsic_name,
>> num_arguments, flags));
>> }
>>
>> @@ -2603,6 +2625,20 @@ builtin_builder::add_image_function(const char *name,
>> }
>>
>> void
>> +builtin_builder::add_image_size_functions(const char *name,
>> + const char *intrinsic_name,
>> + unsigned flags)
>> +{
>> + ir_function *f = new(mem_ctx) ir_function(name);
>> +
>> + for (unsigned i = 0; i < ARRAY_SIZE(image_types); ++i) {
>> + f->add_signature(_image_size(image_types[i], intrinsic_name, flags));
> 3-space indent please.
>
>> + }
>> +
>> + shader->symbols->add_function(f);
>> +}
>> +
>> +void
>> builtin_builder::add_image_functions(bool glsl)
>> {
>> const unsigned flags = (glsl ? IMAGE_FUNCTION_EMIT_STUB : 0);
>> @@ -2645,6 +2681,10 @@ builtin_builder::add_image_functions(bool glsl)
>> add_image_function((glsl ? "imageAtomicCompSwap" :
>> "__intrinsic_image_atomic_comp_swap"),
>> "__intrinsic_image_atomic_comp_swap", 2, flags);
>> +
>> + add_image_size_functions((glsl ? "imageSize" :
>> + "__intrinsic_image_size"),
>> + "__intrinsic_image_size", flags);
>> }
>>
>> ir_variable *
>> @@ -4864,6 +4904,45 @@ builtin_builder::_memory_barrier(builtin_available_predicate avail)
>> return sig;
>> }
>>
>> +ir_function_signature *
>> +builtin_builder::_image_size(const glsl_type *image_type,
>> + const char *intrinsic_name, unsigned flags)
>> +{
>> + const glsl_type *ret_type = glsl_type::get_instance(
>> + image_type->sampler_type, image_type->coordinate_components(), 1);
> errr.... wha? Shouldn't this be glsl_type::get_instance(GLSL_TYPE_INT,
> image_type->coordinate_components(), 1) ? Otherwise a image2D will be
> a vec2 instead of an ivec2.
>
> Also what about cube? I assume that it has 3 coordinate components,
> but it's supposed to only return an ivec2.
>
>> +
>> + ir_variable *image = in_var(image_type, "image");
>> + ir_function_signature *sig = new_sig(ret_type, shader_image_size, 1, image);
>> +
>> + if (flags & IMAGE_FUNCTION_EMIT_STUB) {
>> + ir_factory body(&sig->body, mem_ctx);
>> + ir_function *f = shader->symbols->get_function(intrinsic_name);
>> +
>> + ir_variable *ret_val = body.make_temp(sig->return_type, "_ret_val");
>> + body.emit(call(f, ret_val, sig->parameters));
>> + body.emit(ret(ret_val));
>> +
>> + sig->is_defined = true;
>> + } else {
>> + sig->is_intrinsic = true;
>> + }
>> +
>> + /* Set the maximal set of qualifiers allowed for this image
>> + * built-in. Function calls with arguments having fewer
>> + * qualifiers than present in the prototype are allowed by the
>> + * spec, but not with more, i.e. this will make the compiler
>> + * accept everything that needs to be accepted, and reject cases
>> + * like loads from write-only or stores to read-only images.
>> + */
>> + image->data.image_read_only = true;
>> + image->data.image_write_only = true;
>> + image->data.image_coherent = true;
>> + image->data.image_volatile = true;
>> + image->data.image_restrict = true;
>> +
>> + return sig;
>> +}
>> +
>> /** @} */
>>
>> /******************************************************************************/
>> --
>> 2.5.0
>>
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